Conditions Allow - Fires of Invention EDH

(Fires of Invention | Art by Stanton Feng)
Stoking the Fires of Invention
Hello, and welcome back to Conditions Allow. In this series I take a card with a drawback and build a Commander deck to turn it into a strength. Last week I tackled a big red enchantment, so this week I'm continuing the trend with another.
You might expect any card banned out of Standard to make a splash in Commander, but Fires of Invention
Still, Fires of Invention
Of course, this approach also comes with plenty of risks. Stacking a bunch of Equipment onto one creature gives your opponents a clear target for their removal. Being unable to protect your commander and Equipment at instant speed is a major flaw for a strategy that is so reliant on its commander. But this could be a chance to re-evaluate how we approach aggro strategies in Commander. Five- and six-cost Equipment tend to be pretty powerful, so what if we just tried to race our opponents?
Heavy Hitters
Magic is not wanting for legendary creatures that can deal a lot of damage at once, after all. Isshin, Two Heavens as One
If you were to build around Tetsuo, Imperial Champion
Harnessing Fire
Because Fires of Invention
Luckily, there are still a few options that don't cost an arm and a leg. Grim Tutor
To help these tutors be as effective as possible, I'm also including as many cheap cantrips as possible. These help the deck in two ways. First, they help find Fires of Invention
Forging Steel
Once you have Fires of Invention
With five lands in play on turn five, you can cast any five-mana Equipment for free. The only one in this deck is Batterskull
The situation doesn't improve for your opponents once you start casting six-mana spells. Embercleave
The only seven-mana Equipment in the deck is Kaldra Compleat, which is valuable for its damage output as well as granting indestructible. Equipment like Swiftfoot Boots, Winged Boots and Oathkeeper, Takeno's Daisho are key elements for keeping Tetsuo in play. Lots of Equipment also help you draw cards, from Robe of the Archmagi to Sword of Fire and Ice. Wand of Orcus serves another vital purpose in providing blockers to make sure you survive against three opponents. Kusari-Gama also helps by wiping one opponent's board when they're eventually forced to block. By far the best defensive tool in the deck, however, is Vanishing. Phasing Tetsuo, Imperial Champion out also phases Equipment and Auras attached to him, letting you dodge Merciless Eviction and Farewell.
Playing at Sorcery Speed
There are lots of threatening Equipment in the deck, but you don't really want to have more than two or three of them in play at once. A lesson to be learned from Fires of Invention is to not overextend into removal. Instead, you'll want to pick off creatures you can't attack through, and draw cards to find your next threat once the current one is dealt with.
Because you can't cast spells at instant speed, you get to play some powerful sorcery-speed draw effects. None of these spells see much player in Commander because they're sorceries, so you usually can't cast anything else after them. You don't have to worry about that in this deck, and each of them will draw you at least four cards, easily finding cards you need to stay aggressive.
Equipment aren't the only ways this deck accelerates the game. Fiery Emancipation and Wound Reflection should both immediately take at least one player out of the game. Warlock Class can get there eventually, and it helps you draw a card on the way. Manifold Key and Thassa, God of the Sea both make sure Tetsuo can connect when you need him too, and Chandra's Ignition means sometimes you don't have to attack at all.
Tetsuo Fires of Invention
View on ArchidektCommander (1)
Creatures (5)
Artifacts (25)
- 1 Argentum Armor
- 1 Batterskull
- 1 Blackblade Reforged
- 1 Boots of Speed
- 1 Brass Knuckles
- 1 Conqueror's Flail
- 1 Darksteel Plate
- 1 Drach'Nyen
- 1 Embercleave
- 1 Grafted Exoskeleton
- 1 Hammer of Nazahn
- 1 Kaldra Compleat
- 1 Kusari-Gama
- 1 Manifold Key
- 1 Mask of the Schemer
- 1 Meteoric Mace
- 1 Oathkeeper, Takeno's Daisho
- 1 Robe of the Archmagi
- 1 Swiftfoot Boots
- 1 Sword of Fire and Ice
- 1 Tatsumasa, the Dragon's Fang
- 1 Two-Handed Axe // Sweeping Cleave
- 1 Unscythe, Killer of Kings
- 1 Wand of Orcus
- 1 Winged Boots
Enchantments (6)
Sorceries (21)
- 1 Boon of the Wish-Giver
- 1 Chandra's Ignition
- 1 Chart a Course
- 1 Covenant of Minds
- 1 Deadly Tempest
- 1 Demonic Tutor
- 1 Diabolic Tutor
- 1 Dreadbore
- 1 Expressive Iteration
- 1 Grim Tutor
- 1 In Garruk's Wake
- 1 Interpret the Signs
- 1 Mastermind's Acquisition
- 1 Night's Whisper
- 1 Plague Wind
- 1 Ponder
- 1 Read the Bones
- 1 Rush of Knowledge
- 1 Sign in Blood
- 1 Thoughtcast
- 1 Ugin's Insight
Instants (4)
Lands (38)
- 1 Academy Ruins
- 1 Blood Crypt
- 1 Buried Ruin
- 1 Command Tower
- 1 Den of the Bugbear
- 1 Dragonskull Summit
- 1 Drowned Catacomb
- 1 Exotic Orchard
- 1 Hall of Storm Giants
- 1 Haunted Ridge
- 6 Island
- 1 Luxury Suite
- 5 Mountain
- 1 Otawara, Soaring City
- 1 Rogue's Passage
- 1 Shipwreck Marsh
- 1 Shivan Reef
- 1 Smoldering Marsh
- 1 Steam Vents
- 1 Stormcarved Coast
- 1 Sulfur Falls
- 5 Swamp
- 1 Training Center
- 1 Underground River
- 1 Watery Grave
Fires of Invention is certainly a difficult card to work with in multiplayer formats. Having three opponents makes it important to interact at instant speed for nearly any deck archetype. To work around it here, I've tried to lean as hard as possible into dealing damage quickly. Even so, winning with this deck will require careful threat assessment. Any deck you suspect can easily deal with enchantments and artifacts are prime targets, as well as decks that have the potential to outpace your damage output.
I think this deck is a fun experiment with some serious potential. But what do you think? Have you tried to build with Fires of Invention in Commander? Are there any synergies I've overlooked? Let me know in the comments, and thanks for reading.